From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."

This commit is contained in:
Robert Osfield
2007-12-10 17:30:18 +00:00
parent 1dcb6cc4fd
commit f4afa427a7
216 changed files with 613 additions and 619 deletions

View File

@@ -322,8 +322,8 @@ How to cope with pivot points in 3ds (short version)
Objects with pivot points have a position relative to their PP, so they have to undergo this transform:
invert the mesh matrix, apply this matrix to the object. This puts the object back at the origin
Transform the object by the nodes (nnegative) pivot point coords, this puts the PP at the origin
Tranform the node by the node matrix, which does the orientation about the pivot point, (and currently) transforms the object back by a translation to the PP.
Transform the object by the nodes (negative) pivot point coords, this puts the PP at the origin
Transform the node by the node matrix, which does the orientation about the pivot point, (and currently) transforms the object back by a translation to the PP.
*/
osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap drawStateMap,Lib3dsFile *f,Lib3dsNode *node) {
@@ -786,13 +786,13 @@ osg::StateSet* ReaderWriter3DS::ReaderObject::createStateSet(Lib3dsMaterial *mat
// so we'll override material back to white.
// and no longer require the decal hack below...
#if 0
// Eric orignal fallback
// Eric original fallback
osg::Vec4 white(1.0f,1.0f,1.0f,alpha);
material->setAmbient(osg::Material::FRONT_AND_BACK,white);
material->setDiffuse(osg::Material::FRONT_AND_BACK,white);
material->setSpecular(osg::Material::FRONT_AND_BACK,white);
#else
// try alternative to avoid staturating with white
// try alternative to avoid saturating with white
// setting white as per OpenGL defaults.
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.2f,0.2f,0.2f,alpha));
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.8f,0.8f,0.8f,alpha));